The basic ide is a creating a map that offer different battle ares and flanking routes instead of flaout battle-for-the-middle. The flanks are designed in a way that makes devices extremely useful, but also ensure that a card like Banshee or Unstable Dynamo on a chokepoint doesn't decide the game on its own.

I posted 2 variants, the 1st promotes aggressive, high pressure play while the 2nd is more based around fighting for domination (through the middle capture point).